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https://github.com/yquake2/yquake2remaster.git
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c5c2af0320
commit
548b7ff37f
3 changed files with 8 additions and 0 deletions
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@ -309,6 +309,11 @@ GL3_Draw_Fill(int x, int y, int w, int h, int c)
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void
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void
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GL3_Draw_Flash(const float color[4], float x, float y, float w, float h)
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GL3_Draw_Flash(const float color[4], float x, float y, float w, float h)
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{
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{
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if (gl_polyblend->value == 0)
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{
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return;
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}
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int i=0;
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int i=0;
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GLfloat vBuf[8] = {
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GLfloat vBuf[8] = {
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@ -97,6 +97,7 @@ cvar_t *gl3_particle_size;
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cvar_t *gl3_particle_fade_factor;
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cvar_t *gl3_particle_fade_factor;
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cvar_t *gl3_particle_square;
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cvar_t *gl3_particle_square;
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cvar_t *gl3_colorlight;
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cvar_t *gl3_colorlight;
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cvar_t *gl_polyblend;
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cvar_t *gl_lefthand;
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cvar_t *gl_lefthand;
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cvar_t *r_gunfov;
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cvar_t *r_gunfov;
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@ -219,6 +220,7 @@ GL3_Register(void)
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gl3_particle_square = ri.Cvar_Get("gl3_particle_square", "0", CVAR_ARCHIVE);
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gl3_particle_square = ri.Cvar_Get("gl3_particle_square", "0", CVAR_ARCHIVE);
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// if set to 0, lights (from lightmaps, dynamic lights and on models) are white instead of colored
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// if set to 0, lights (from lightmaps, dynamic lights and on models) are white instead of colored
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gl3_colorlight = ri.Cvar_Get("gl3_colorlight", "1", CVAR_ARCHIVE);
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gl3_colorlight = ri.Cvar_Get("gl3_colorlight", "1", CVAR_ARCHIVE);
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gl_polyblend = ri.Cvar_Get("gl_polyblend", "1", CVAR_ARCHIVE);
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// 0: use lots of calls to glBufferData()
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// 0: use lots of calls to glBufferData()
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// 1: reduce calls to glBufferData() with one big VBO (see GL3_BufferAndDraw3D())
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// 1: reduce calls to glBufferData() with one big VBO (see GL3_BufferAndDraw3D())
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@ -543,6 +543,7 @@ extern cvar_t *gl3_overbrightbits;
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extern cvar_t *gl3_particle_fade_factor;
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extern cvar_t *gl3_particle_fade_factor;
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extern cvar_t *gl3_particle_square;
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extern cvar_t *gl3_particle_square;
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extern cvar_t *gl3_colorlight;
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extern cvar_t *gl3_colorlight;
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extern cvar_t *gl_polyblend;
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extern cvar_t *r_modulate;
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extern cvar_t *r_modulate;
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extern cvar_t *gl_lightmap;
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extern cvar_t *gl_lightmap;
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